belt won't copy correctly on blueprint
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belt won't copy correctly on blueprint
turns won't copy - bug or I''m doing something wrong?
Re: belt won't copy correctly on blueprint
The preview doesn't show them as connected. Once you built it they're connected.
If you want to get ahold of me I'm almost always on Discord.
Re: belt won't copy correctly on blueprint
It will be nice, when blueprints have right preview. Not only position and rotation, but information of used graphics, what was here by saving.Rseding91 wrote:The preview doesn't show them as connected. Once you built it they're connected.
Re: belt won't copy correctly on blueprint
That information isn't known until you build it. It's part of how blueprints work that they end up rendering like this in the preview. None of the entities know about any of the other entities.darkfrei wrote:It will be nice, when blueprints have right preview. Not only position and rotation, but information of used graphics, what was here by saving.Rseding91 wrote:The preview doesn't show them as connected. Once you built it they're connected.
When they're built in the world they do all of the additional logic that sets up connections and you get the connected belts/pipes/walls.
If you want to get ahold of me I'm almost always on Discord.
Re: belt won't copy correctly on blueprint
Would it be possible to place them on an internal separate map, snapshot it, remove the map again and add the created image to the blueprint metadata?Rseding91 wrote:That information isn't known until you build it. It's part of how blueprints work that they end up rendering like this in the preview. None of the entities know about any of the other entities.darkfrei wrote:It will be nice, when blueprints have right preview. Not only position and rotation, but information of used graphics, what was here by saving.Rseding91 wrote:The preview doesn't show them as connected. Once you built it they're connected.
When they're built in the world they do all of the additional logic that sets up connections and you get the connected belts/pipes/walls.
This would 1) create a correct rendering of the blueprint preview as it was placed on a map with all the logic, 2) cache the blueprint preview so it does not have to be created everytime it is shown, 3) respect mods and everything.
Re: belt won't copy correctly on blueprint
In the demo-entities exists this code:
It means that it has directions:
NS, SN, WE, EW - North, South, West East and opposite,
NW, NE, SW, SE, WN, WS, EN, ES - all 90 degree belts.
Why it was saved only 4 first directions, when it was saved to blueprint?
I think it can be saved with the right direction_count.
Code: Select all
animations =
{
filename = "__base__/graphics/entity/transport-belt/transport-belt.png",
priority = "extra-high",
width = 40,
height = 40,
frame_count = 16,
[b]direction_count = 12[/b]
},
NS, SN, WE, EW - North, South, West East and opposite,
NW, NE, SW, SE, WN, WS, EN, ES - all 90 degree belts.
Why it was saved only 4 first directions, when it was saved to blueprint?
I think it can be saved with the right direction_count.
Re: belt won't copy correctly on blueprint
This is partially fixed in 0.15 for belts, pipe-related stuff and wall-related stuff. "Partially" - in sense that blueprint preview (gui window) still renders everything straight independent, but greenish preview on the map as you roll mouse over trying to place something will have everything interconnected properly. As for blueprint preview window - I have dreams of rendering proper interconnection there, and yes - probably easiest option to do so would be putting them on some temporary invisible map surface.